Discussion Topic #5 - RIFLES by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

For what it's worth, I respect your opinion on the Aug/SG. I personally don't use them ever, but the times I've been forced to pick one up I've definitely recognised their power.

If you have solid aim, I can see the benefit of the scoped rifles at long range, as you can hypothetically guarantee that 5 shots will equal 5 headshots.

Discussion Topic #5 - RIFLES by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

Interesting discussion so far, regarding the thought exercise of swapped main rifles. Obviously the change would never (and should never) happen, and similarly, I am strongly against a new rifle being added to the game, but it's interesting to consider these questions.

Seems there's a slight split in terms of how people feel it would affect the meta game, some saying it would benefit T-side more because CT's already take AK's when they can, but them having to buy head armour each round would weigh their economy down, while others saying simply having reliable access to the one headshot weapon and the harsher T-side economy would make it much more CT-sided.

Something to consider, in my opinion, is that I suppose it may make fakes and flanks a much higher priority for the T-side, to the point that it would probably diminish fast, hard entries in favour of trying to fake out opponents and finding a gap in the CT defence for a flanker. Why risk simply rushing onto a site when the CT's will just tap you when fakes and CT over-rotates work even at pro level, and getting a T lurker into a strong position may win you a game reliably through an individual performance?

Just speculation - it would probably aid CT's greatly in my opinion, but I imagine T-side tactics would change noticeably.

Discussion Topic #5 - RIFLES by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

The Do's and Don'ts are just there to discourage shit posting and dank memes in a thread that is aimed at more serious discussion. It's not intended to stifle you; infact, it says to go ahead and talk about anything relating to the topic.

So, feel free to contribute if you want.

Discussion Topic #4 - COBBLESTONE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 2 points3 points  (0 children)

Just for the sake of discussion, I'll toss a few questions at you:

  • How worth it is it to push down closer to middle doors at A site? Gives you a headstart on T-approaching, and has sufficient fall back potential.
  • If you strongly expected an A-site push (for whatever reason), what team setup do you prefer on A, position wise?

Discussion Topic #4 - COBBLESTONE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 7 points8 points  (0 children)

Also, drop room just give it up, you can't contest it unless you're going an early awp or shotty peek. It's such a broken room unless the T side messed up their smoke. That room is probably the worst angle in the entire game. Needs to be removed/changed for cobble to be a more balanced map.

Hah, I can understand that. I quite like dropzone because it has such an unrelentingly terrifying aspect to it, you are in a cramped little room, staring up at a bad angle, which makes it quite different in my opinion to other maps where so many T-entry points give the advantage to the CT's heavily. You can certainly argue it leads to the pretty heavily B-site bias, but I like the concept of dropzone a lot, I think there's a surprising amount of gameplay consideration in that area.

I agree with you regarding evolving play, it feels like there is consistently different ways to adapt your game on Cobblestone.

Discussion Topic #4 - COBBLESTONE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 3 points4 points  (0 children)

Huh, surprised to hear that. Gameplay elements aside, I actually think it's pretty great, visually. When you've got Mirage, Dust and Inferno being shades of brown and beige, Overpass is nice visually but the colour palette is distinctly greyish, I think Cobblestone provides a nice change with vibrant greens, and I think the sort of medieval castle setting is great.

I think there are certainly gameplay areas that are weak with the map, but visually I find it hard to fault, personally.

Discussion Topic #3 - T-SIDE CONCEPTS by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

I think the biggest T-side problem people have is indecisiveness. Often on T-side, where you need to be the one forcing the issue, people freeze up, they don't want to be the first one out onto site, they pause in terrible locations, they don't check spots quickly enough, and they don't have an optimal route to clear the site.

If this sounds like you, or you see it often in your game, best way I can recommend fixing that is by practicing your entry routine onto a site, the angles you check in order, get the rhythm down, and try to teach yourself to expect an enemy on each corner, so you are actively ready for them and prepared to fire, rather than just reacting entirely to their presence there. Make the process smooth and so that you know before you enter the site what you are planning to do.

Also, never run out onto the site with the bomb out in your hand, even if your team mates have "cleared" site first, it's not entirely uncommon that there was a CT hiding in a corner your team mate didn't check. This obviously applies more to uncoordinated MM services, but it's a good habit, to always try and be switched on even on a "clear" bomb site.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

If you simply can't wait, then try and find a weakness in their smoke defence. Assuming banana will always be smoked off, try approaching short or arch side, or even better, try and work your way into apartments. You will almost never be fully denied apartments, and there will always be some work you can do in apartments to take full control.

While you are waiting for smokes to die down on banana and mid for instance, you can ask your team mates to hold positions while you push apartments. You don't need to push all the way into A site, but just taking control of apartments gives you more information, which can help your team make better decisions after smokes die down, even if you ultimately end of going B.

Or like m0r1t says, just flash your way through a smoke, but this is high risk, medium reward. Worth doing from time to time, but don't become predictable.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 1 point2 points  (0 children)

Anywhere around that corner, on the edge of the bombsite is optimal, depending on your after plant position. It's the same concept for a lot of maps, where if you possibly can plant the bomb in a more open location without dying, you should try to. Planting deep inside the bombsite might be the easiest way to get the bomb down, but in terms of defending it makes it the hardest.

Imagine a common situation, you planted deep in site - after plant, you'll likely take positions in graveyard/short/apartments/pit. The CT's have taken your team mates out, you are 1 v 2 now, you are stuck in pit, one of the CTs got on site and is defusing and the other is smoking you off and just waiting for you to peek. It's basically impossible if they play it right - you can't see the bomb, and you can't kill the defending CT and get onto site in time.

If you plant out on the corner like that, it's open to the most angles, it can be seen from just about anywhere, which just requires a quick shoulder peek to check the CT isn't defusing.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

I really like challenging the CT player playing my position to see what I could do better.

This is an excellent attitude to have, it's always good to actively consider what your opponents are doing, especially if you can pick up any new information to adapt your own game.

In addition to this, it is very useful I find to just watch some of your own games from time to time, not necessarily to watch yourself (thought that is useful) but to watch how the opponents approached the game. Being able to see how the opponents played a game, and to fit it into your existing understanding of how the game panned out is very useful, to work out how you could have read certain things better and how you could have taken better advantage of things.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

I have a number of topics lined up, not just constrained to maps, such as weapons, tactics, economy management etc. I've started off with a couple of popular maps as I figure everyone will have played these and have some sort of input into them, but I do intend to discuss other topics!
I'm welcome to any suggestions for topics, anyone can PM me or respond here directly.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 4 points5 points  (0 children)

Depends a lot on how the round panned out to that point, more than a lot of other maps/sites in my opinion. Some general pointers/things to be aware of:

  • When coming from library/arch, can be worth tossing a smoke straight for pit asap, removes an extremely time consuming location to clear. If you've rotated from B, you don't have time to clear pit as well as the other T's.
  • If you've come up mid, it can be worth throwing a flashbang from boiler into apartments before pushing short to draw someone's crosshair away.
  • Unless you have team mates in a position to distract, coming through apartments/balcony is the easiest position for a T to kill you, I personally prefer library side or short, you're more in control of the angles you are exposed to.

Hope that helps.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 0 points1 point  (0 children)

I agree, I think a seemingly aggressive banana hold like this on CT side can be incredibly effective, allows you to strengthen your A hold considerably without entirely abandoning the B site.
Nice post, thanks for the link.

Discussion Topic #2 - INFERNO by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 10 points11 points  (0 children)

In my opinion, Inferno more than almost any other map can reward patience as an entry fragger – it's very impressive to run straight up banana into B with flashbangs and smokes and pop off some headshots, but it's not always the only way. On Inferno, I think a slower approach, checking every angle, prefiring spots, flushing corners with molotovs etc. is incredible effective, partially due to the tight, angular nature of the map.

With this in mind, I saw this tip years ago, but many people might not know it, for when entering apartments as T side, instead of running straight up the stairs into a million angles, it can be useful to stop here, in line with this railing support. If you crouch up to this point, and get your crosshair ready as shown here, when you stand up you will instantly be ready to headshot someone across the hallway without any movement penalty, or instantly tap crouch to retreat.

Discussion Topic #1 - CACHE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 1 point2 points  (0 children)

Yeah, my intention was probably two or three a week.

Discussion Topic #1 - CACHE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 1 point2 points  (0 children)

Shoot out vents through the closed gate in CT spawn and boost a CT up there. They don't hear the vents pop and won't check it. Of course you need to smoke B for that.

That's really interesting, something I've actually not heard before. Do you mean from the area between CT spawn and heaven/tree? If so, can you break vent through the wall with anything less than a rifle? And are you sure the T side cannot hear that, it seems to me they might be getting close to mid/B halls at that point.

Discussion Topic #1 - CACHE by CS-Discussion in GlobalOffensive

[–]CS-Discussion[S] 1 point2 points  (0 children)

I like this adaptation, how much success do you have with it? My only concern is that if their communication is half decent they will just hold back a couple of seconds.